Have you ever played GTA 5, crashed into a tree and thought to yourself "damn, it's strange how trees in this game have trunks stronger than the opinion of an ultra hardcore feminist, while lamp-posts offer about as much resistance than the French during wartime."? Well, you're likely not alone.
Those aren't the strangest things, either. In GTA 5, it's a toss of a coin whether that shrub you're hurtling towards at terminal velocity happens to be non-corporeal or actually a brick wall that has mastered the art of deception.
Like any other game, GTA 5 features a number of game-design tricks and "cheats" to make the whole thing actually work. Those who haven't done much or any game development might be oblivious to some of the trickery that goes into making an immersive open world, while others might note some techniques and find them strange.
If you've ever scratched your head at these little tidbits of quaint little details and wanted to know the 'why' behind it, join us and take a tumble down the instanced rabbit hole unveilling some of the strangest features of GTA 5 and its predecessors.
Props
Oh, props. No AAA game is ever developed without someone on the team thinking "screw this, we're making a 2D sidescroller instead" at least three times during production. In spite of it being 2017 and technology being so advanced that an outdated smartphone today will possess more computing power than NASA did during the Apollo missions, technical limitations still cause the spread of rampant caffeine addiction among game developers.
Games need to be optimized, because when they aren't, things like Batman: Arkham Knight on PC happen. Unfortunately, not all gamers afford the insanely powerful workstations used by developers, meaning that there is only so much computing power to go around, and believe it or not, your i5, GTX 980 can't render the whole island of San Andreas at those graphical settings, and stronger, more up-to-date systems can't do it either.
This is where LOD comes into the picture. LOD, standing for "Level Of Detail" is a practice that alters the number of polygons and other factors of assets depending on their distance from the camera. Basically, everything you actually see in a video game is made up of polygons, triangles to be exact, and the less of them there are, the less of a hard time your GPU will be having. Or CPU, or even RAM, depending on how the game is built.
Fun Fact: GTA 5 is more reliant on RAM and CPU power than it is on GPUs and storage, which is why: 1) using an SSD won't fix those insanely long loading screens; and 2) lengthy sessions will eventually lead to a performance drop, because the game leaves some of its junk in the RAM, which you eventually run out of. When this happens, storage is used to simulate RAM, but this is significantly slower.
Basically, if you're so far away from a shrub that you wouldn't notice details like individual branches or even depth, there is no reason to spend resources on rendering all that flash. Instead, the shrub will "devolve" into a less detailed and therefore less costly form. If you were to see this version up close, you'd probably think you were playing GTA 3 not 5.






